Grey
Dialectical Hermeticist
The Cult of the Dream is an esoteric religion that believes the world is merely the Dream of some greater entity. The Cult pursues, therefore, transcendence of their sleeping state. To awaken as both Dream and Dreamer, and shape the world accordingly. In a moment of epiphany, a Dreamchaser may achieve the sublime awareness necessary to begin the ascent to wakefulness. They embark on a pilgrimage to experience all that life might offer, all battles and loves and hates without prejudice. In so doing, they begin to move beyond the mortal world and become something other.
Their powers manifest in two ways – Oneiromancy, the art of Dream-Weaving, and their empathic bond to the minds and emotions of living things. Their powers of empathy allow them to sense living things, allowing no one to hide from their sight. Not only that, but they can shape and sway the emotions of whole crowds when they become powerful enough, making them excellent leaders and figures of inspiration. This empathic bond also leads them to join with others, seeking to share the experiences of their journey and those of their allies. Much as Dreamchasers may learn to leave the world behind, people will always be vital. There can be no true knowledge of the self without knowing others, without the shaping hands and refining blades of lovers and enemies.
Oneiromancy is more overt, and unusual. Even the newest Dreamchaser is aware that the world is but a Dream – how can a dream harm them? And so physical attacks barely scar them, or sometimes pass right through their bodies. Still more powerful Dreamchasers realise that distance in a dream means nothing, and can cross rooms in the blink of an eye, or tear any enemy apart by unmaking their very being.
Dreamchasers begin their journey at any time, young or old. There is a moment of epiphany that distinguishes a Dreamchaser from those who merely know the Path, a sublime realisation where their powers begin to manifest.
Oneiromancy – Intuition, Lore, Awareness
Empathic Link – Mingling, Persuasion, Subterfuge
Spirit Weapon – Lore, Investigation
Oneiromancy
The journey to N'desala unshackles the practitioner from the limits of the sleeping world, allowing them to use and shape the Dream as they need.
1st Bar: Unearthly Grace
Gains + 1 Dodge per level in Oneiromancy
2nd Bar: All-Seeing Eye:
Dreamchaser can see in the dark, gains +2 to defeat stealth and can roll Perception to see the invisible.
3rd Bar: Ghostly Step
The Dreamchaser can sacrifice two CP to cover 10 feet and attack in one second, blurring out of reality and reappearing to deliver a blow. Enemy is at -2 to defend.
4th Bar: Not of This World
One cannot be harmed by mere fragments of the imagination.
Dreamchaser takes -4 damage from physical attacks.
5th Bar: Psionic Crush
With a gesture, the Dreamchaser sends a... projectile of writhing force through the air to hit a target. Costs one Willpower spar to fire which recovers after a two hours. Deals 10 Con damage to the enemy AND all of their armour & weapons as the fabric of their being is unravelled.
Empathic Link
1st Bar: Life Sense
The Dreamchaser can feel the presence of living things around her. She can make a Perception roll to detect nearby life of noteworthy size.
2nd Bar: Determine Receptivity
The Dreamchaser can roll Intuition & Mingling to determine the real emotional state of a target, and can tell what would be the best way to earn trust or cooperation from them.
3rd Bar: Manipulate Emotion
Following a successful Determine Receptivity roll, the Dreamchaser can now roll Guile and Mingling to make the target more vulnerable to a specific kind of coercion.
4th Bar: Pushing The Weight
On a successful Intuition + Mingling roll, the Dreamchaser can push the dominant emotion of a crowd over the edge. Whether this means inciting cheering or rioting or both is the whim of the crowd.
5th Bar: Shaping the Impulse
On a successful Intuition + Mingling roll, the Dreamchaser can manipulate the emotion of an entire crowd, provided it is sufficiently logical in the situation.
Spirit Weapons
Forged by Elementals through sacrifice and force of will, these magical weapons contain spirits that grow and change with the aid of the Dreamchaser.
Least Animal Spirits:
The Tiger: + 1 Combat Pool
The Snake: + 1 Dodge
The Kite: + 1 Perception
The Spider: + 1 Stealth
The Ape: + 1 Athletics
Lesser Animal Spirits (2nd Bar)
The Tiger: + 1 Combat Pool, + 2 Damage
The Snake: + 2 Dodge
The Kite: + 2 Perception
The Spider: + 2 Stealth
The Ape: + 2 Athletics
Animal Spirits (3rd Bar)
The Tiger: + 1 Combat Pool, + 4 Damage
The Snake: + 2 Dodge, Mild Poison Effect
The Kite: + 2 Perception, + 1 Speed
The Spider: + 2 Stealth, Mild Poison Effect
The Ape: + 2 Athletics, Cannot be Disarmed of this weapon.
Greater Animal Spirits (4th Bar)
The Tiger: + 1 Combat Pool, + 5 Damage, adds Slashing effect if the weapon doesn't have it
The Snake: + 3 Dodge, Stronger Poison effect
The Kite: + 2 Perception, + 2 Speed
The Spider: + 3 Stealth, Paralytic Poison Effect
The Ape: + 3 Athletics, Cannot be Disarmed of this weapon, + 1 Melee.
Least Animal Gods (5th Bar)
The Tiger: + 1 Combat Pool, + 5 Damage, adds Slashing effect if the weapon doesn't have it
Ethereal Slash – 3 Points of damage will always penetrate armour.
The Snake: + 3 Dodge, Stronger Poison effect
Spiteful Bite – Deliver a guaranteed hit to the enemy, but take exactly as much damage as they.
The Kite: + 2 Perception, + 2 Speed
Wings of the Hunt – The wielder can leap as though propelled by spectral wings.
The Spider: + 3 Stealth, Paralytic Poison Effect
Misleading Stillness – The wielder can become almost invisibly camouflaged whilst waiting for a target.
The Ape: + 3 Athletics, Cannot be Disarmed of this weapon, + 1 Melee.
Rubberlimb – the wielder can extend the reach of their weapon by two feet.
Least Elemental Spirits:
Fire: Weapon provides illumination in the dark.
Air: + 1 Dodge, + 1 to hit if ranged
Earth: Wielder cannot be knocked down.
Water: Grants toxin resistance
Metal: + 2 Damage
Lightning: + 1 Speed
Wood: + 1 Defend
Lesser Elemental Spirits:
Fire: Weapon provides illumination in the dark. Can be used to set fires.
Air: + 2 Dodge, + 1 to hit, + 2 if ranged
Earth: Wielder cannot be knocked down, + 1 defend
Water: Grants toxin resistance, + 2 dodge
Metal: + 4 Damage
Lightning: + 1 Speed, + 2 Damage vs. Metal armours
Wood: + 2 Defend
Elemental Spirits:
Fire: Weapon provides illumination in the dark. Can be used to set fires. 3 Fire Damage
Air: + 2 Dodge, + 2 to hit, + 3 if ranged
Earth: Wielder cannot be knocked down, + 2 defend
Water: Grants toxin resistance, + 3 dodge
Metal: + 4 Damage, Slashing Effect added
Lightning: + 1 Speed, + 2 Damage vs. Metal armours, + 1 shock damage through metal weapons.
Wood: + 2 Defend, + 2 Damage if wooden weapon.
Greater Elemental Spirits
Fire: Weapon provides illumination in the dark. Can be used to set fires. 5 Fire Damage
Air: + 2 Dodge, + 2 to hit, + 4 if ranged
Earth: Wielder cannot be knocked down, + 4 defend
Water: Grants toxin resistance, + 4 dodge
Metal: + 6 Damage, Slashing Effect added
Lightning: + 1 Speed, + 2 Damage vs. Metal armours, + 2 shock damage through metal weapons.
Wood: + 2 Defend, + 2 Damage if wooden weapon, weapon regenerates if damaged.
Least Elemental Gods
Fire: Weapon provides illumination in the dark. Can be used to set fires. 5 Fire Damage
Wrath: Weapon can fire a fireball
Air: + 2 Dodge, + 2 to hit, + 4 if ranged
Gust: A strong wind called up to imbalance the enemy.
Earth: Wielder cannot be knocked down, + 4 defend
Earthshock: Slamming the weapon into the ground, an imbalancing shockwave is created.
Water: Grants toxin resistance, + 4 dodge
Water Through Fingers: Negates all damage from one attack
Metal: + 6 Damage, Slashing Effect added
Ironflesh: Negates all damage from one attack
Lightning: + 1 Speed, + 2 Damage vs. Metal armours, + 2 shock damage through metal weapons.
Furious Strike: Delivers a lightning bolt with a blow – fatal to mortals.
Wood: + 2 Defend, + 2 Damage if wooden weapon, weapon regenerates if damaged.
Healing Surge: 24 hours of meditation restores all health and Con.
Their powers manifest in two ways – Oneiromancy, the art of Dream-Weaving, and their empathic bond to the minds and emotions of living things. Their powers of empathy allow them to sense living things, allowing no one to hide from their sight. Not only that, but they can shape and sway the emotions of whole crowds when they become powerful enough, making them excellent leaders and figures of inspiration. This empathic bond also leads them to join with others, seeking to share the experiences of their journey and those of their allies. Much as Dreamchasers may learn to leave the world behind, people will always be vital. There can be no true knowledge of the self without knowing others, without the shaping hands and refining blades of lovers and enemies.
Oneiromancy is more overt, and unusual. Even the newest Dreamchaser is aware that the world is but a Dream – how can a dream harm them? And so physical attacks barely scar them, or sometimes pass right through their bodies. Still more powerful Dreamchasers realise that distance in a dream means nothing, and can cross rooms in the blink of an eye, or tear any enemy apart by unmaking their very being.
Dreamchasers begin their journey at any time, young or old. There is a moment of epiphany that distinguishes a Dreamchaser from those who merely know the Path, a sublime realisation where their powers begin to manifest.
Oneiromancy – Intuition, Lore, Awareness
Empathic Link – Mingling, Persuasion, Subterfuge
Spirit Weapon – Lore, Investigation
Oneiromancy
The journey to N'desala unshackles the practitioner from the limits of the sleeping world, allowing them to use and shape the Dream as they need.
1st Bar: Unearthly Grace
Gains + 1 Dodge per level in Oneiromancy
2nd Bar: All-Seeing Eye:
Dreamchaser can see in the dark, gains +2 to defeat stealth and can roll Perception to see the invisible.
3rd Bar: Ghostly Step
The Dreamchaser can sacrifice two CP to cover 10 feet and attack in one second, blurring out of reality and reappearing to deliver a blow. Enemy is at -2 to defend.
4th Bar: Not of This World
One cannot be harmed by mere fragments of the imagination.
Dreamchaser takes -4 damage from physical attacks.
5th Bar: Psionic Crush
With a gesture, the Dreamchaser sends a... projectile of writhing force through the air to hit a target. Costs one Willpower spar to fire which recovers after a two hours. Deals 10 Con damage to the enemy AND all of their armour & weapons as the fabric of their being is unravelled.
Empathic Link
1st Bar: Life Sense
The Dreamchaser can feel the presence of living things around her. She can make a Perception roll to detect nearby life of noteworthy size.
2nd Bar: Determine Receptivity
The Dreamchaser can roll Intuition & Mingling to determine the real emotional state of a target, and can tell what would be the best way to earn trust or cooperation from them.
3rd Bar: Manipulate Emotion
Following a successful Determine Receptivity roll, the Dreamchaser can now roll Guile and Mingling to make the target more vulnerable to a specific kind of coercion.
4th Bar: Pushing The Weight
On a successful Intuition + Mingling roll, the Dreamchaser can push the dominant emotion of a crowd over the edge. Whether this means inciting cheering or rioting or both is the whim of the crowd.
5th Bar: Shaping the Impulse
On a successful Intuition + Mingling roll, the Dreamchaser can manipulate the emotion of an entire crowd, provided it is sufficiently logical in the situation.
Spirit Weapons
Forged by Elementals through sacrifice and force of will, these magical weapons contain spirits that grow and change with the aid of the Dreamchaser.
Least Animal Spirits:
The Tiger: + 1 Combat Pool
The Snake: + 1 Dodge
The Kite: + 1 Perception
The Spider: + 1 Stealth
The Ape: + 1 Athletics
Lesser Animal Spirits (2nd Bar)
The Tiger: + 1 Combat Pool, + 2 Damage
The Snake: + 2 Dodge
The Kite: + 2 Perception
The Spider: + 2 Stealth
The Ape: + 2 Athletics
Animal Spirits (3rd Bar)
The Tiger: + 1 Combat Pool, + 4 Damage
The Snake: + 2 Dodge, Mild Poison Effect
The Kite: + 2 Perception, + 1 Speed
The Spider: + 2 Stealth, Mild Poison Effect
The Ape: + 2 Athletics, Cannot be Disarmed of this weapon.
Greater Animal Spirits (4th Bar)
The Tiger: + 1 Combat Pool, + 5 Damage, adds Slashing effect if the weapon doesn't have it
The Snake: + 3 Dodge, Stronger Poison effect
The Kite: + 2 Perception, + 2 Speed
The Spider: + 3 Stealth, Paralytic Poison Effect
The Ape: + 3 Athletics, Cannot be Disarmed of this weapon, + 1 Melee.
Least Animal Gods (5th Bar)
The Tiger: + 1 Combat Pool, + 5 Damage, adds Slashing effect if the weapon doesn't have it
Ethereal Slash – 3 Points of damage will always penetrate armour.
The Snake: + 3 Dodge, Stronger Poison effect
Spiteful Bite – Deliver a guaranteed hit to the enemy, but take exactly as much damage as they.
The Kite: + 2 Perception, + 2 Speed
Wings of the Hunt – The wielder can leap as though propelled by spectral wings.
The Spider: + 3 Stealth, Paralytic Poison Effect
Misleading Stillness – The wielder can become almost invisibly camouflaged whilst waiting for a target.
The Ape: + 3 Athletics, Cannot be Disarmed of this weapon, + 1 Melee.
Rubberlimb – the wielder can extend the reach of their weapon by two feet.
Least Elemental Spirits:
Fire: Weapon provides illumination in the dark.
Air: + 1 Dodge, + 1 to hit if ranged
Earth: Wielder cannot be knocked down.
Water: Grants toxin resistance
Metal: + 2 Damage
Lightning: + 1 Speed
Wood: + 1 Defend
Lesser Elemental Spirits:
Fire: Weapon provides illumination in the dark. Can be used to set fires.
Air: + 2 Dodge, + 1 to hit, + 2 if ranged
Earth: Wielder cannot be knocked down, + 1 defend
Water: Grants toxin resistance, + 2 dodge
Metal: + 4 Damage
Lightning: + 1 Speed, + 2 Damage vs. Metal armours
Wood: + 2 Defend
Elemental Spirits:
Fire: Weapon provides illumination in the dark. Can be used to set fires. 3 Fire Damage
Air: + 2 Dodge, + 2 to hit, + 3 if ranged
Earth: Wielder cannot be knocked down, + 2 defend
Water: Grants toxin resistance, + 3 dodge
Metal: + 4 Damage, Slashing Effect added
Lightning: + 1 Speed, + 2 Damage vs. Metal armours, + 1 shock damage through metal weapons.
Wood: + 2 Defend, + 2 Damage if wooden weapon.
Greater Elemental Spirits
Fire: Weapon provides illumination in the dark. Can be used to set fires. 5 Fire Damage
Air: + 2 Dodge, + 2 to hit, + 4 if ranged
Earth: Wielder cannot be knocked down, + 4 defend
Water: Grants toxin resistance, + 4 dodge
Metal: + 6 Damage, Slashing Effect added
Lightning: + 1 Speed, + 2 Damage vs. Metal armours, + 2 shock damage through metal weapons.
Wood: + 2 Defend, + 2 Damage if wooden weapon, weapon regenerates if damaged.
Least Elemental Gods
Fire: Weapon provides illumination in the dark. Can be used to set fires. 5 Fire Damage
Wrath: Weapon can fire a fireball
Air: + 2 Dodge, + 2 to hit, + 4 if ranged
Gust: A strong wind called up to imbalance the enemy.
Earth: Wielder cannot be knocked down, + 4 defend
Earthshock: Slamming the weapon into the ground, an imbalancing shockwave is created.
Water: Grants toxin resistance, + 4 dodge
Water Through Fingers: Negates all damage from one attack
Metal: + 6 Damage, Slashing Effect added
Ironflesh: Negates all damage from one attack
Lightning: + 1 Speed, + 2 Damage vs. Metal armours, + 2 shock damage through metal weapons.
Furious Strike: Delivers a lightning bolt with a blow – fatal to mortals.
Wood: + 2 Defend, + 2 Damage if wooden weapon, weapon regenerates if damaged.
Healing Surge: 24 hours of meditation restores all health and Con.